﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;

namespace SnakesAndLaddersMod
{
    public class MenuItem
    {
        #region Fields

        //Text on the Menu Item
        string text;

        float selectionFade;

        //Voice sounds...
        string voiceOverName;
        bool hasVoiceOver;
        bool voiceHasPlayed;

        public string Text
        {
            get { return text; }
            set { text = value; }
        }

        #endregion

        public event EventHandler Selected;

        protected internal virtual void OnSelectEntry()
        {
            if (Selected != null)
                Selected(this, null);
        }

        public MenuItem(string t)
        {
            text = t;
            hasVoiceOver = false;
        }

        public MenuItem(string t, string voice)
        {
            text = t;
            voiceOverName = voice;
            hasVoiceOver = true;
        }

        public virtual void Update(MenuScreen screen, bool isSelected, GameTime gameTime)
        {
            float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4;

            if (isSelected)
            {
                selectionFade = Math.Min(selectionFade + fadeSpeed, 1);

                if (hasVoiceOver && !voiceHasPlayed)
                {
                    voiceHasPlayed = true;
                }
            }
            else
            {
                selectionFade = Math.Max(selectionFade - fadeSpeed, 0);
                voiceHasPlayed = false;
            }
        }

        public virtual void Draw(MenuScreen screen, Vector2 position, bool isSelected, GameTime gameTime)
        {
            // Draw the selected entry in yellow, otherwise white.
            Color color = isSelected ? Color.Yellow : Color.White;

            // Pulsate the size of the selected menu entry.
            double time = gameTime.TotalGameTime.TotalSeconds;

            float pulsate = (float)Math.Sin(time * 6) + 1;

            float scale = 1 + pulsate * 0.05f * selectionFade;

            // Modify the alpha to fade text out during transitions.
            color = new Color(color.R, color.G, color.B, screen.TransitionAlpha);

            // Draw text, centered on the middle of each line.
            ScreenManager screenManager = screen.ScreenManager;
            SpriteBatch spriteBatch = screenManager.SpriteBatch;
            SpriteFont font = screenManager.Font;

            Vector2 origin = new Vector2(0, font.LineSpacing / 2);

            spriteBatch.DrawString(font, text, position, color, 0,
                                   origin, scale, SpriteEffects.None, 0);
        }

        public virtual int GetHeight(MenuScreen screen)
        {
            return screen.ScreenManager.Font.LineSpacing;
        }
    }
}
